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The Essentials
These essentials cover how to read the rules. Many effects occur during the game. All text of abilities, gear, and rules count as effect. Rules are written using standard U.S. times, dates, and measurements.
After the value of an effect is determined, other effects may modify it. When multiple effects would modify the same value, first apply additions and subtractions, then multiply and divide the result. Any time you must round a number, round down before using it in a calculation.
Reading Section Headings
Various sections include effects your character can use, trigger, or benefit from. After the name in the section's heading, each may specify in parentheses the cost to perform it, the roll needed for use, the defense against it, and the body parts used. Any roll defined in a section subheading is modified by all effects that apply to the title.
Lock
Abilities and gear may have Lock, requiring you to make a choice from listed options. Make your choice immediately from any unselected choices upon learning the ability or crafting the gear, and the choice cannot be altered later.
Tiers
Many effects are rated in Tiers to determine how effective they are. Tiers of the same name are added together to determine their effect.
Tiers are commonly used for features such as the Skills that are a core definition of creatures used to determine how many dice they roll, Ailments that cause increasing afflictions to creatures, and Environments that cause hazards in the world around you.
Pools
Creatures have Pools that provide potential to pay costs of effects. Each Pool begins with 0 potential and grows based on the creature. Each effect specifies what Pool is needed to pay its cost, and that cost must be fully paid as part of declaring the effect.
When all potential of a Pool has been used, the Pool is empty. You cannot pay a cost with an empty Pool. Some Pools cause a penalty if used when already empty, but the potential used never exceeds the total of the Pool. Each Pool specifies how its potential can be restored.
Every creature has a Pool for Grit, Energy, Resolve, Luck, Movement, Overexertion, Major Action, and Minor Actions. Some abilities grant new types of Pools granting you additional resources.
Luck
In some cases, only luck can determine the result. Creatures use a number of d12 equal to their Zeal Tier for Luck rolls. The world rolls d12 equal to the Tier of the event, 1 to 12. The Tier is higher the more likely the event is to go against the creature as determined by the Soulweaver.
Any creature can call upon their luck at any time. Creatures begin a Luck Pool equal to their Training Limit. By paying 1 Luck, a creature can make any request they desire of the world in hopes of a favorable result. Some requests may be deemed impossible by the Soulweaver. Failing a Luck roll made in this way opens you up to bad luck, often obtaining an opposite effect of what you attempted to obtain.
As Zeal is the core Skill of creatures used to determine force of will, it also influences their power to exert their will over the world and demand that luck favors them.
Duplicate Effects
Ongoing effects do not increase their effect when applied multiple times to a single subject. If the effects have different numerical values, apply the effect with the value furthest from 0. If the effect is dealing damage, there may be 1 instance for each damage type. If the effects are not numerical, apply the most recently created effect.
While effects that are rated in Tiers will be added together, other effects are more limited. While a more potent effect does not remove the weaker one, the weaker one will not cause any results while the other is in the same place.
Overexertion
Actions and movement can cause you to tire. Track your time spent moving or acting. There are three conditions that cause you to roll Overexertion based on the type of actions and movement used and each can occur simultaneously:
Exert (No Action)
At any time during your turn, you can push yourself harder than normal for a brief time while not Fatigued or Exhausted. Gain +2 on Mobility rolls, Bulk Limit, and Movement Pool. At the end of your turn, roll Overexertion and suffer Body damage equal to half the DL of the roll if you fail.
Cease (No Action)
After you declare an action or cause an ongoing effect, you may end it early. You can declare Cease any time to immediately end an ongoing effect you have started before the beginning of your most recent turn or action you have started. Any time applied towards an incomplete action is lost.
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